using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace __AdvanceWars
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D cursor;
        Level level = new Level();
        Vector2 curloc = Vector2.Zero;
        SpriteFont font;
        Vector2 orgin;
        float mxspd = 0.1f;
        float chngangx;
        float chngangy;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            level.LoadLevel("level.dat");
            graphics.PreferredBackBufferWidth = level.Width * 32;
            graphics.PreferredBackBufferHeight = level.Height * 32;
            graphics.ApplyChanges();
            IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Texture2D grass = Content.Load<Texture2D>("grass");
            Texture2D road = Content.Load<Texture2D>("road");
            Texture2D mount = Content.Load<Texture2D>("mountain");
            Texture2D tree = Content.Load<Texture2D>("trees");
            font = Content.Load<SpriteFont>("Text"); // Use the name of your font here instead of 'Score'.
            cursor = Content.Load<Texture2D>("cursor");
            level.AddTexture(grass);
            level.AddTexture(road);
            level.AddTexture(mount);
            level.AddTexture(tree);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
            chngangx = gamePadState.ThumbSticks.Left.X * mxspd;
            chngangy = gamePadState.ThumbSticks.Left.Y * mxspd;
            if (gamePadState.IsConnected)
            {
                if (chngangx < .1f && chngangx > 0)
                {
                    curloc.X =+ 400f;
                }
                if (chngangx > -1)
                {
                    //
                }
                if (chngangy < 1)
                {
                    //
                }
                if (chngangy > -1)
                {
                    //
                }
            }
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch = new SpriteBatch(GraphicsDevice);
            spriteBatch.Begin();
            level.Draw(spriteBatch);
            curloc = new Vector2(0, 0);
            orgin = new Vector2(0, 0);
            Rectangle sourceRectangle = new Rectangle(0, 0, cursor.Width, cursor.Height);
            spriteBatch.DrawString(font, "Change in angle: " + chngangx, new Vector2(100, 100), Color.Black);
            spriteBatch.DrawString(font, "Change in angle: " + curloc.X, new Vector2(100, 200), Color.Black);
            base.Draw(gameTime);
            spriteBatch.End();
        }
    }
}
